Roblox's default "Animate" script comes up with errors

All I need is for custom animations to load. I have the game saved under a group name and have all the custom animations loaded into the default “Animate” script inside of StarterCharacterScripts. Every time the game runs, the animations don’t load and comes up with two different errors (Image Below)

Tracing where the error is coming from brings me here in the Roblox default Animate script:
image

So far I’ve re-exported all the animations to make sure they are published under the group name, and made sure that the humanoid that it calls is the correct humanoid.

The one thing that has made me the most confused so far is that even if I re-retrieve the Animate script freshly, it still comes up with the two exact same errors in the output tab.

1 Like

Whole script please?

The default Roblox Animate script, no explanation needed. The script gets replicated into the character in every roblox game

Could you show us the whole script anyway?
I don’t remember that script and I’m not at my PC right now so I can’t help you without it

local Figure = script.Parent
local Torso = Figure:WaitForChild("Torso")
local RightShoulder = Torso:WaitForChild("Right Shoulder")
local LeftShoulder = Torso:WaitForChild("Left Shoulder")
local RightHip = Torso:WaitForChild("Right Hip")
local LeftHip = Torso:WaitForChild("Left Hip")
local Neck = Torso:WaitForChild("Neck")
local Humanoid = Figure:WaitForChild("Humanoid")
local pose = "Standing"


local userPlayEmoteByIdAnimTrackReturn do
	local success, value = pcall(function()
		return UserSettings():IsUserFeatureEnabled("UserPlayEmoteByIdAnimTrackReturn2")
	end)
	userPlayEmoteByIdAnimTrackReturn = success and value
end

local EMOTE_TRANSITION_TIME = 0.1

local currentAnim = ""
local currentAnimInstance = nil
local currentAnimTrack = nil
local currentAnimKeyframeHandler = nil
local currentAnimSpeed = 1.0
local animTable = {}
local animNames = { 
	idle = 	{	
				{ id = "http://www.roblox.com/asset/?id=180435571", weight = 9 },
				{ id = "http://www.roblox.com/asset/?id=180435792", weight = 1 }
			},
	walk = 	{ 	
				{ id = "http://www.roblox.com/asset/?id=180426354", weight = 10 } 
			}, 
	run = 	{
				{ id = "run.xml", weight = 10 } 
			}, 
	jump = 	{
				{ id = "http://www.roblox.com/asset/?id=125750702", weight = 10 } 
			}, 
	fall = 	{
				{ id = "http://www.roblox.com/asset/?id=180436148", weight = 10 } 
			}, 
	climb = {
				{ id = "http://www.roblox.com/asset/?id=180436334", weight = 10 } 
			}, 
	sit = 	{
				{ id = "http://www.roblox.com/asset/?id=178130996", weight = 10 } 
			},	
	toolnone = {
				{ id = "http://www.roblox.com/asset/?id=182393478", weight = 10 } 
			},
	toolslash = {
				{ id = "http://www.roblox.com/asset/?id=129967390", weight = 10 } 
--				{ id = "slash.xml", weight = 10 } 
			},
	toollunge = {
				{ id = "http://www.roblox.com/asset/?id=129967478", weight = 10 } 
			},
	wave = {
				{ id = "http://www.roblox.com/asset/?id=128777973", weight = 10 } 
			},
	point = {
				{ id = "http://www.roblox.com/asset/?id=128853357", weight = 10 } 
			},
	dance1 = {
				{ id = "http://www.roblox.com/asset/?id=182435998", weight = 10 }, 
				{ id = "http://www.roblox.com/asset/?id=182491037", weight = 10 }, 
				{ id = "http://www.roblox.com/asset/?id=182491065", weight = 10 } 
			},
	dance2 = {
				{ id = "http://www.roblox.com/asset/?id=182436842", weight = 10 }, 
				{ id = "http://www.roblox.com/asset/?id=182491248", weight = 10 }, 
				{ id = "http://www.roblox.com/asset/?id=182491277", weight = 10 } 
			},
	dance3 = {
				{ id = "http://www.roblox.com/asset/?id=182436935", weight = 10 }, 
				{ id = "http://www.roblox.com/asset/?id=182491368", weight = 10 }, 
				{ id = "http://www.roblox.com/asset/?id=182491423", weight = 10 } 
			},
	laugh = {
				{ id = "http://www.roblox.com/asset/?id=129423131", weight = 10 } 
			},
	cheer = {
				{ id = "http://www.roblox.com/asset/?id=129423030", weight = 10 } 
			},
}
local dances = {"dance1", "dance2", "dance3"}

-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance1 = true, dance2 = true, dance3 = true, laugh = false, cheer = false}

function configureAnimationSet(name, fileList)
	if (animTable[name] ~= nil) then
		for _, connection in pairs(animTable[name].connections) do
			connection:disconnect()
		end
	end
	animTable[name] = {}
	animTable[name].count = 0
	animTable[name].totalWeight = 0	
	animTable[name].connections = {}

	-- check for config values
	local config = script:FindFirstChild(name)
	if (config ~= nil) then
--		print("Loading anims " .. name)
		table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
		table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
		local idx = 1
		for _, childPart in pairs(config:GetChildren()) do
			if (childPart:IsA("Animation")) then
				table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
				animTable[name][idx] = {}
				animTable[name][idx].anim = childPart
				local weightObject = childPart:FindFirstChild("Weight")
				if (weightObject == nil) then
					animTable[name][idx].weight = 1
				else
					animTable[name][idx].weight = weightObject.Value
				end
				animTable[name].count = animTable[name].count + 1
				animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
	--			print(name .. " [" .. idx .. "] " .. animTable[name][idx].anim.AnimationId .. " (" .. animTable[name][idx].weight .. ")")
				idx = idx + 1
			end
		end
	end

	-- fallback to defaults
	if (animTable[name].count <= 0) then
		for idx, anim in pairs(fileList) do
			animTable[name][idx] = {}
			animTable[name][idx].anim = Instance.new("Animation")
			animTable[name][idx].anim.Name = name
			animTable[name][idx].anim.AnimationId = anim.id
			animTable[name][idx].weight = anim.weight
			animTable[name].count = animTable[name].count + 1
			animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
--			print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")")
		end
	end
end

-- Setup animation objects
function scriptChildModified(child)
	local fileList = animNames[child.Name]
	if (fileList ~= nil) then
		configureAnimationSet(child.Name, fileList)
	end	
end

script.ChildAdded:connect(scriptChildModified)
script.ChildRemoved:connect(scriptChildModified)

-- Clear any existing animation tracks
-- Fixes issue with characters that are moved in and out of the Workspace accumulating tracks
local animator = if Humanoid then Humanoid:FindFirstChildOfClass("Animator") else nil
if animator then
	local animTracks = animator:GetPlayingAnimationTracks()
	for i,track in ipairs(animTracks) do
		track:Stop(0)
		track:Destroy()
	end
end


for name, fileList in pairs(animNames) do 
	configureAnimationSet(name, fileList)
end	

-- ANIMATION

-- declarations
local toolAnim = "None"
local toolAnimTime = 0

local jumpAnimTime = 0
local jumpAnimDuration = 0.3

local toolTransitionTime = 0.1
local fallTransitionTime = 0.3
local jumpMaxLimbVelocity = 0.75

-- functions

function stopAllAnimations()
	local oldAnim = currentAnim

	-- return to idle if finishing an emote
	if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
		oldAnim = "idle"
	end

	currentAnim = ""
	currentAnimInstance = nil
	if (currentAnimKeyframeHandler ~= nil) then
		currentAnimKeyframeHandler:disconnect()
	end

	if (currentAnimTrack ~= nil) then
		currentAnimTrack:Stop()
		currentAnimTrack:Destroy()
		currentAnimTrack = nil
	end
	return oldAnim
end

function setAnimationSpeed(speed)
	if speed ~= currentAnimSpeed then
		currentAnimSpeed = speed
		currentAnimTrack:AdjustSpeed(currentAnimSpeed)
	end
end

function keyFrameReachedFunc(frameName)
	if (frameName == "End") then

		local repeatAnim = currentAnim
		-- return to idle if finishing an emote
		if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
			repeatAnim = "idle"
		end
		
		local animSpeed = currentAnimSpeed
		playAnimation(repeatAnim, 0.0, Humanoid)
		setAnimationSpeed(animSpeed)
	end
end

-- Preload animations
function playAnimation(animName, transitionTime, humanoid) 
	local roll = math.random(1, animTable[animName].totalWeight) 
	local origRoll = roll
	local idx = 1
	while (roll > animTable[animName][idx].weight) do
		roll = roll - animTable[animName][idx].weight
		idx = idx + 1
	end
--		print(animName .. " " .. idx .. " [" .. origRoll .. "]")
	local anim = animTable[animName][idx].anim

	-- switch animation		
	if (anim ~= currentAnimInstance) then
		
		if (currentAnimTrack ~= nil) then
			currentAnimTrack:Stop(transitionTime)
			currentAnimTrack:Destroy()
		end

		currentAnimSpeed = 1.0
	
		-- load it to the humanoid; get AnimationTrack
		currentAnimTrack = humanoid:LoadAnimation(anim)
		currentAnimTrack.Priority = Enum.AnimationPriority.Core
		 
		-- play the animation
		currentAnimTrack:Play(transitionTime)
		currentAnim = animName
		currentAnimInstance = anim

		-- set up keyframe name triggers
		if (currentAnimKeyframeHandler ~= nil) then
			currentAnimKeyframeHandler:disconnect()
		end
		currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
		
	end

end

-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------

local toolAnimName = ""
local toolAnimTrack = nil
local toolAnimInstance = nil
local currentToolAnimKeyframeHandler = nil

function toolKeyFrameReachedFunc(frameName)
	if (frameName == "End") then
--		print("Keyframe : ".. frameName)	
		playToolAnimation(toolAnimName, 0.0, Humanoid)
	end
end


function playToolAnimation(animName, transitionTime, humanoid, priority)	 
		
		local roll = math.random(1, animTable[animName].totalWeight) 
		local origRoll = roll
		local idx = 1
		while (roll > animTable[animName][idx].weight) do
			roll = roll - animTable[animName][idx].weight
			idx = idx + 1
		end
--		print(animName .. " * " .. idx .. " [" .. origRoll .. "]")
		local anim = animTable[animName][idx].anim

		if (toolAnimInstance ~= anim) then
			
			if (toolAnimTrack ~= nil) then
				toolAnimTrack:Stop()
				toolAnimTrack:Destroy()
				transitionTime = 0
			end
					
			-- load it to the humanoid; get AnimationTrack
			toolAnimTrack = humanoid:LoadAnimation(anim)
			if priority then
				toolAnimTrack.Priority = priority
			end
			 
			-- play the animation
			toolAnimTrack:Play(transitionTime)
			toolAnimName = animName
			toolAnimInstance = anim

			currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)
		end
end

function stopToolAnimations()
	local oldAnim = toolAnimName

	if (currentToolAnimKeyframeHandler ~= nil) then
		currentToolAnimKeyframeHandler:disconnect()
	end

	toolAnimName = ""
	toolAnimInstance = nil
	if (toolAnimTrack ~= nil) then
		toolAnimTrack:Stop()
		toolAnimTrack:Destroy()
		toolAnimTrack = nil
	end


	return oldAnim
end

-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------


function onRunning(speed)
	if speed > 0.01 then
		playAnimation("walk", 0.1, Humanoid)
		if currentAnimInstance and currentAnimInstance.AnimationId == "http://www.roblox.com/asset/?id=180426354" then
			setAnimationSpeed(speed / 14.5)
		end
		pose = "Running"
	else
		if emoteNames[currentAnim] == nil then
			playAnimation("idle", 0.1, Humanoid)
			pose = "Standing"
		end
	end
end

function onDied()
	pose = "Dead"
end

function onJumping()
	playAnimation("jump", 0.1, Humanoid)
	jumpAnimTime = jumpAnimDuration
	pose = "Jumping"
end

function onClimbing(speed)
	playAnimation("climb", 0.1, Humanoid)
	setAnimationSpeed(speed / 12.0)
	pose = "Climbing"
end

function onGettingUp()
	pose = "GettingUp"
end

function onFreeFall()
	if (jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	end
	pose = "FreeFall"
end

function onFallingDown()
	pose = "FallingDown"
end

function onSeated()
	pose = "Seated"
end

function onPlatformStanding()
	pose = "PlatformStanding"
end

function onSwimming(speed)
	if speed > 0 then
		pose = "Running"
	else
		pose = "Standing"
	end
end

function getTool()	
	for _, kid in ipairs(Figure:GetChildren()) do
		if kid.className == "Tool" then return kid end
	end
	return nil
end

function getToolAnim(tool)
	for _, c in ipairs(tool:GetChildren()) do
		if c.Name == "toolanim" and c.className == "StringValue" then
			return c
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == "None") then
		playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
		return
	end

	if (toolAnim == "Slash") then
		playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end

	if (toolAnim == "Lunge") then
		playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder:SetDesiredAngle(3.14 /2)
	LeftShoulder:SetDesiredAngle(-3.14 /2)
	RightHip:SetDesiredAngle(3.14 /2)
	LeftHip:SetDesiredAngle(-3.14 /2)
end

local lastTick = 0

function move(time)
	local amplitude = 1
	local frequency = 1
  	local deltaTime = time - lastTick
  	lastTick = time

	local climbFudge = 0
	local setAngles = false

  	if (jumpAnimTime > 0) then
  		jumpAnimTime = jumpAnimTime - deltaTime
  	end

	if (pose == "FreeFall" and jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	elseif (pose == "Seated") then
		playAnimation("sit", 0.5, Humanoid)
		return
	elseif (pose == "Running") then
		playAnimation("walk", 0.1, Humanoid)
	elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
--		print("Wha " .. pose)
		stopAllAnimations()
		amplitude = 0.1
		frequency = 1
		setAngles = true
	end

	if (setAngles) then
		local desiredAngle = amplitude * math.sin(time * frequency)

		RightShoulder:SetDesiredAngle(desiredAngle + climbFudge)
		LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge)
		RightHip:SetDesiredAngle(-desiredAngle)
		LeftHip:SetDesiredAngle(-desiredAngle)
	end

	-- Tool Animation handling
	local tool = getTool()
	if tool and tool:FindFirstChild("Handle") then
	
		local animStringValueObject = getToolAnim(tool)

		if animStringValueObject then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time > toolAnimTime then
			toolAnimTime = 0
			toolAnim = "None"
		end

		animateTool()		
	else
		stopToolAnimations()
		toolAnim = "None"
		toolAnimInstance = nil
		toolAnimTime = 0
	end
end

-- connect events
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)
Humanoid.Swimming:connect(onSwimming)

---- setup emote chat hook
game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
	local emote = ""
	if msg == "/e dance" then
		emote = dances[math.random(1, #dances)]
	elseif (string.sub(msg, 1, 3) == "/e ") then
		emote = string.sub(msg, 4)
	elseif (string.sub(msg, 1, 7) == "/emote ") then
		emote = string.sub(msg, 8)
	end
	
	if (pose == "Standing" and emoteNames[emote] ~= nil) then
		playAnimation(emote, 0.1, Humanoid)
	end

end)

-- emote bindable hook
script:WaitForChild("PlayEmote").OnInvoke = function(emote)
	-- Only play emotes when idling
	if pose ~= "Standing" then
		return
	end
	if emoteNames[emote] ~= nil then
		-- Default emotes
		playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)

		if userPlayEmoteByIdAnimTrackReturn then
			return true, currentAnimTrack
		else
			return true
		end
	end

	-- Return false to indicate that the emote could not be played
	return false
end
-- main program

-- initialize to idle
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"

while Figure.Parent ~= nil do
	local _, time = wait(0.1)
	move(time)
end

theres all 575 lines

edit: this one doesn’t even have the custom animations, it’s all the default roblox animations

1 Like

I see this line:

It shouldn’t work, you can only use rbxassetid://ID to have IDs from what I know

That animation isn’t used at all in the game… All the basic idle, walk, run, jump, and fall is what I need. Besides, this script works in other games but not this one. Would anything interfere with the LoadAnimation?

If you need another way of changing the Default Animations there’s a tutorial in the Documentation (I know it works because I used it)(give me a minute and I’ll link it)

@LearDev

Alright. Trying it out now, thanks

Also, change the Animate script to its default one, I don’t know if it’ll mess up everything as I never tried but better to not make these errors

Yes it was on the default one, I deleted the old one and re-retrieved it. Still doesn’t work though… Currently I deleted the Animate script from StarterCharacterScripts and trying the link you sent me and seeing if that changes anything

Doesn’t work. I even deleted the default Roblox Animate script from StarterCharacterScripts and made Roblox replicate it itself and even the freshly Roblox-replicated Animate script brings up the two errors.

Would anything interfere with Roblox’s default animations to bring up these strange errors?

Do you have tools that have animations?
Is the ID actually existing?
Have you tried re-uploading the Animation?
Other than that I don’t know how to help, but there’s someone that might be able to…

1.) Yes, I have lots of non-gear stuff that has animations, though I wouldn’t know how they would fire the two errors, let alone interfere with the default Roblox’s Animate script

2.) Yes, the ID’s exist. They are the default Roblox movement animations

3.) Yes, before I put the default Roblox animations back in through a fresh animate script, I tried re-uploading the animations to the group (didn’t work)

4.) Hopefully theres someone out there that can help :cry:

Found the issue. Other scripts can and will sometimes interfere with other scripts when it comes to animation. Found where the interference was and removed it.

1 Like

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